Aotrs Shipyards

Designs by AotrsCommander

Aotrs Shipyards models are designed primarily for miniature wargames.

All of the models large enough to physically accomodate it have a 3.4mm diameter hole, which is sufficient to fit in a typical plastic flying base/flight stand. Models too small for this have instead a flattened area, suitable for gluing to a stand, if necessary (e.g. particularly in the case of the Stone Portal Fleet).

On some smaller vessels, the model will be available as a single ship or in a pack of 3-4 models. These packs are optimised for Strong White Flexible and to reduce the cost per ship where you are likely to want to have multiple ships. The single models are there just in case you only want to fill out the odd ship in your fleet! Note that on very small models (like corvettes or scoupships), it sometimes isn't worth doing this as you only start to save any costs for 10-12 models per pack (e.g. Stone Portal Corvettes), which is a bit too many.

MATERIALS: UPDATE 29/01/2010

The models, many of which are on the minimum wall thickness, are restricted to either Strong White Flexible (and it's coloured permutations) or detail. Models printable in detial can be printed in SWF, but models that are designated as SWF are generally not suited to detail material. I've put the hard-coded restrictions in, because I don't at this point, have the money to prototype everything and I'd rather restrict the material than have people try and print things things that won't work. (As has happened once already.) If in doubt, I've erred on the side of caution.
The model will have a materials section in the description section that gives the suggested (or only) material, which is what the prototypes have been printed in (optimised for lowest cost, as we Aotrs are a tight crowd...!) This will be either Strong White Flexible or [x] detail. The designs will be optimised for these materials.

Strong White Flexible is self-explanatory.

[x] detail refers to any of the detail materials (White, Black or Transparent). Transparent is recommended, since the models are designed to be painted. (We have found a cheap acrylic spray primer and then standard acrylic model paints produces pefectly good results.)

RANGES: All ships of the same fleet in a range (or design company) are prefixed with a code to allow easy searching when organised by title. In addition, each fleet range has it's own shop section.Current fleet ranges:

Aotrs: Army Of The Red Spear vessels. Primarily supplementary vessels for the existing (mainly-scratch built) Aotrs fleet.

ASF: Alpha Strike Force. A high tech fleet.
(Many of whom's ship designs have been lurking around for decades!)

BDSC: BD Starship Corporation. A small starship manufacturer.

GDH: General Designs Hulls. The most prevalent starship manufacturer  in the galaxy, GDH starships are available on the open market and are frequently refitted by the end user. They have several series of ships, based on similar hull shapes.

GDAC: General Designs Auxillary Craft. A subsidiary of GDH who manufacture ancillary craft like shuttles and fighters.

SP: Stone Portal Fleet. A race of  mysterious ancient beings whose vessels derive their power from superspace portals. They are generally slow but tough.

SSA: Saturn Syndicate Ascendancy. A breakaway human faction that evolved from a series of megacorporations. (The SSA is an attempt to capture a more "atomic sci-fi" feel, akin to that in the works of Stewart Cowley's TTA series of books in particular.)

VA: Vivrathk Aggression. A race of highly vicious combatants.

XGA: Extra-Galactic Aliens: Little is known of these aliens, except that they come from a galactic cluster almost the opposite side of the universe.

MG: Manouvre Group models: Armoured combat vehicles range in 1/72 and 1/144 20th century (plus), featuring sci-fi and models otherwise difficult to obtain in other forms (e.g. the dirtbikes).

AotrsCommander is selling 51 products in Manoeuvre Group Models section

by AotrsCommander
1:72 scale bike, designed for Manoeuvre Group Wargames rules.

A generic dirtbike, suitable for use in any 25mm/1:72 scale game.

Suggested material: SWF
 
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by AotrsCommander
1:72 scale bike, designed for Manoeuvre Group Wargames rules.

Four generic dirtbikes, suitable for use in any 25mm/1:72 scale game.

Suggested material: SWF
 
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by AotrsCommander

Cybertanks

The Resistor II is almost as common a configuration of the Cybertanks as the Resistor I, and both are the iconic configurations whose image is conjured up when the Cybertanks are referred to. Resistor IIs have a smaller particle laser than the Is, but this is supplemented by a mass driver gating. The pyramidal structure at the top emits a smaller particle laser, serving both missile defence and anti-infantry. Two turret smoke dischargers are mounted on the turret, one either side.

Like all Cybertanks, the Resistors share their omnicidal nature and staggering racial arrogance; and mercifully for the rest of us, their utter inability to hit anything, despite their advanced targeting systems and use of energy weapons. Because of their abundance, we know more about the Resistors than any other configuration. Internally, their technological phyisology is as different from that found in their starships and buildings (i.e their constructed technolgy) as ours is from our own, and is highly complex, and seems more "grown" than "built". And the re are further mysteries. For example, the Cybertank's particle laser technology found on board their starships seems derived from their own bodily weapons, but are subtly different in a way that a conventional tank and shipboard weapon are not; i.e. they are not quite simply different sized versions of each other.

This all lends credence to the Cybertank's claim they evolved into these vehicular forms naturally. Despite the extreme improbability of these claims, no-one has yet found any evidence to prove otherwise. The truth - if it still exists - lies buried under the surface of the Cybertank's homeworld of Metalyka, where none but Cybertanks have ever stood.



This is a 1/144 scale grav tank, though equally could be used at 15mm or even 25/28mm (or even 1/300 if you want to go nuts!)

Suggested material: SWF

 
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by AotrsCommander

Cybertanks

The Resistor II is almost as common a configuration of the Cybertanks as the Resistor I, and both are the iconic configurations whose image is conjured up when the Cybertanks are referred to. Resistor IIs have a smaller particle laser than the Is, but this is supplemented by a mass driver gating. The pyramidal structure at the top emits a smaller particle laser, serving both missile defence and anti-infantry. Two turret smoke dischargers are mounted on the turret, one either side.

Like all Cybertanks, the Resistors share their omnicidal nature and staggering racial arrogance; and mercifully for the rest of us, their utter inability to hit anything, despite their advanced targeting systems and use of energy weapons. Because of their abundance, we know more about the Resistors than any other configuration. Internally, their technological phyisology is as different from that found in their starships and buildings (i.e their constructed technolgy) as ours is from our own, and is highly complex, and seems more "grown" than "built". And the re are further mysteries. For example, the Cybertank's particle laser technology found on board their starships seems derived from their own bodily weapons, but are subtly different in a way that a conventional tank and shipboard weapon are not; i.e. they are not quite simply different sized versions of each other.

This all lends credence to the Cybertank's claim they evolved into these vehicular forms naturally. Despite the extreme improbability of these claims, no-one has yet found any evidence to prove otherwise. The truth - if it still exists - lies buried under the surface of the Cybertank's homeworld of Metalyka, where none but Cybertanks have ever stood.



This is a 1/144 scale grav tank, though equally could be used at 15mm or even 25/28mm (or even 1/300 if you want to go nuts!)

Two models, approx (6.0 x 2.9 x 3.1mm)

Suggested material: SWF

 
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by AotrsCommander
Cybertanks

The most common Cybertank configuration encountered, the Resistor I configuration is the archetypal Cybertank. Like all Cybertanks, it is not a vehicle per se, but rather a grav-tank-shaped technological sentient creature. Albeit one that is evil and without any redeeming traits. The Cybertanks do not seek conquest, but the simple extermination of all life that is not themselves; be they organic, technolgical or otherwise. (Or even Undead...) It is possible to reason with a Cybertank, as they are intelligent , for a given value of "reason". The Cybertanks have occasionally allied with other evil forces, but these alliances break down before long, as the Cybertanks simply revert to their natural state, which is to "ELIMINATE ALL ORGANIC LIFEFORMS!" (Sic).

The Cybertanks are, in theory, quite intelligent, and have a certain cunning. They certainly possess entirely understandable emotions, being far from emotionless machines. While they have a certain preference for logic, even that is only a tendancy. What they do seem to lack is any form of empathy or compassion of any kind. They hate though, and hate well, though the second most common emotion seem in them from outsiders is their noted tendancy to panic if things go wrong, and shout a lot.

It should, of course, be noted in passing with their computer minds, energy weapons and advanced targeting systems, the accuracy of the Cybertanks is legendary, in that no other race can miss so badly or so often. It is perhaps unfortunate that the larger targetting computers of their starships actually manage to migitate their own utter incompetance. But on the ground, it is often said - only half in jest - that the safest place to be when a Cybertank is shooting is the spot they are aiming at.

If it were not that their home system is easily the most hevaily defended in the known galaxy, they would have been wiped out long ago by the collected efforts of everyone in the galaxy. As it is, given it is estimated that within that veritable Dyson's Sphere of defences, there are more Cybertank ships than have ever been built by all the human powers combined since the invention of space travel, even attempting such and endeavour would be literal suicide. Those maruading fleets that form the Cybertank Incursions are literally nothing more than a drop in the ocean, excess waste. (It has even been suggested that the Incursion are just excess population, embarking on lemming-like attacks on the rest of the galaxy.) Fortunately, the Cybertank's natural paranoia keeps them from exploiting this fact and wiping us all out. As has been said so many times before, they are "tactically clever, strategically dumb." A fact for which we should all be profoundly grateful.

This is a 1/144 scale grav tank, though equally could be used at 15mm or even 25/28mm (or even 1/300 if you want to go nuts!)

Suggested material: SWF
 
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by AotrsCommander
Cybertanks

The most common Cybertank configuration encountered, the Resistor I configuration is the archetypal Cybertank. Like all Cybertanks, it is not a vehicle per se, but rather a grav-tank-shaped technological sentient creature. Albiet one that is evil and without any redeeming traits. The Cybertanks do not seek conquest, but the simple extermination of all life that is not themselves; be they organic, technolgical or otherwise. (Or even Undead...) It is possible to reason with a Cybertank, as they are intelligent , for a given value of "reason". The Cybertanks have occasionally allied with other evil forces, but these alliances break down before long, as the Cybertanks simply revert to their natural state, which is to "ELIMINATE ALL ORGANIC LIFEFORMS!" (Sic).

The Cybertanks are, in theory, quite intelligent, and have a certain cunning. They certainly possess entirely understandable emotions, being far from emotionless machines. While they have a certain preference for logic, even that is only a tendancy. What they do seem to lack is any form of empathy or compassion of any kind. They hate though, and hate well, though the second most common emotion seem in them from outsiders is their noted tendancy to panic if things go wrong, and shout a lot.

It should, of course, be noted in passing with their computer minds, energy weapons and advanced targeting systems, the accuracy of the Cybertanks is legendary, in that no other race can miss so badly or so often. It is perhaps unfortunate that the larger targetting computers of their starships actually manage to migitate their own utter incompetance. But on the ground, it is often said - only half in jest - that the safest place to be when a Cybertank is shooting is the spot they are aiming at.

If it were not that their home system is easily the most hevaily defended in the known galaxy, they would have been wiped out long ago by the collected efforts of everyone in the galaxy. As it is, given it is estimated that within that veritable Dyson's Sphere of defences, there are more Cybertank ships than have ever been built by all the human powers combined since the invention of space travel, even attempting such and endeavous would be literal suicide. Those maruading fleets that form the Cybertank Incursions are literally nothing more than a drop in the ocean, excess waste. (It has even been suggested that the Incursion are just excess population, embarking on lemming-like attacks on the rest of the galaxy.) Fortunately, the Cybertank's natural paranoia keeps them from exploiting this fact and wiping us all out. As has been said so many times before, they are "tactically clever, strategically dumb." A fact for which we should all be profoundly grateful. 

This is a 1/144 scale grav tank, though equally could be used at 15mm or even 25/28mm (or even 1/300 if you want to go nuts!)

Two models, approx (7.6 x 2.9 x 3.1mm)

Suggested material: SWF
 
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by AotrsCommander
Cybertanks

The Dispersion configuration typically operates in the scouting role, often supplemented by Radicals. The Dispersion configuration is slower and much more durable then the latter. The Dispersions have better sensors, but are lighter armed. They carry only a single light particle laser turret, whcih serves double duty and anti-armour and anti-infantry/anti-aircraft. Their offensive punch comes mainly from the four fixed missile tubes on its flanks. Missile warheads and loads vary, but when the Dispersion is carrying a typical load of missiles, it carries about four reloads for each tube. Like all Cybertanks, the Dispersion does not "reload" a magazine, but literally grows new missiles to replace expended ones as part of it's physiology; again time varies, but can be as little as a few hours.

The four emitters found at the corner of each hull, are like all Cybertanks, proximity-range tractor beam emitters, allowing the Cybertanks to manipulate objects. Their fine control is merely passable (it might be better were it not compounded by Cybertank ineptitude), and their strength, while considerable by human standards, is not in the superhuman range. They might be able to lift a weight such as a typical car, but not throw one. Still, they are capable of tossing around lighter objects (such as squishy hominoids) if they get too close (though their proficiency depends on the individual Cybertank.)

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by AotrsCommander
Cybertanks

The Dispersion configuration typically operates in the scouting role, often supplemented by Radicals. The Dispersion configuration is slower and much more durable then the latter. The Dispersions have better sensors, but are lighter armed. They carry only a single light particle laser turret, whcih serves double duty and anti-armour and anti-infantry/anti-aircraft. Their offensive punch comes mainly from the four fixed missile tubes on its flanks. Missile warheads and loads vary, but when the Dispersion is carrying a typical load of missiles, it carries about four reloads for each tube. Like all Cybertanks, the Dispersion does not "reload" a magazine, but literally grows new missiles to replace expended ones as part of it's physiology; again time varies, but can be as little as a few hours.

The four emitters found at the corner of each hull, are like all Cybertanks, proximity-range tractor beam emitters, allowing the Cybertanks to manipulate objects. Their fine control is merely passable (it might be better were it compounded by Cybertank ineptitude), and their strength, while considerable by human standards, is not in the superhuman range. They might be able to lift a weight such as a typical car, but not throw one. Still, they are capable of tossing around lighter objects (such as squishy hominoids) if they get too close (though their proficiency depends on the individual Cybertank.)

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by AotrsCommander
Cybertanks
The smallest and lightest of the Cybertank configurations ever seen, the Radical performs function as a scout. A Radical has the highest speed of all gravitic Cybertanks. They are lightly armed and shielded, but their primary particle laser turret is extremely powerful, matching that of some lighter main battle tanks. It also has a considerable arc of fire, allowing the Radical to perform in anti-infantry, anti-drone and anti-aircraft roles, supplement by the small particle laser emitter on the top of the turret.Radicals have a noted tendancy for over-confidence and rashness, and are prone to making poor descisions and displaying an arrogance which is high even by Cybertank standards. Some attribute this to their particular speciality, i.e. not disimilar to a "fighter jockey" effect. Others suggest that this lends credance to the theory that Cybertanks "evolve" into larger forms

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by AotrsCommander
Cybertanks

The smallest and lightest of the Cybertank configurations ever seen, the Radical performs function as a scout. A Radical has the highest speed of all gravitic Cybertanks. They are lightly armed and shielded, but their primary particle laser turret is extremely powerful, matching that of some lighter main battle tanks. It also has a considerable arc of fire, allowing the Radical to perform in anti-infantry, anti-drone and anti-aircraft roles, supplement by the small particle laser emitter on the top of the turret.

Radicals have a noted tendancy for over-confidence and rashness, and are prone to making poor descisions and displaying an arrogance which is high even by Cybertank standards. Some attribute this to their particular speciality, i.e. not disimilar to a "fighter jockey" effect. Others suggest that this lends credance to the theory that Cybertanks "evolve" into larger forms as they age and this attitude is the folly of youth. As always with the Cybertanks, the truth is a mystery.

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by AotrsCommander
1:87 scale bike.

Four generic dirtbikes, suitable for use for 1/87 scale.

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by AotrsCommander
1:87 scale bike.

This version is the bikes without riders. Four generic dirtbikes, suitable for use for 1/87 scale.

Suggested material: SWF
 
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by AotrsCommander
Cybertanks

The Cohesion configuration is designated as a "Suppression" tank. For the Cybertanks, this qualifies as a dedicated anti-infantry vehicle. As the Cybertanks are simply too big to fit inside buildings (and rarely feel the need to try and capture anything anyway), the Cybertanks solution to the problem of infantry is the most basic - obliterate the place the infantry are standing in.

The Cohesion's primary weapon is a cannon that fires a minaturised matterflux shell. This is capable of inflicting vast amounts of damage to structures, plant-life and and vehicle unfortunate enough to be hit by it.

Interestingly, dead Cohesions have revealed that the design of these shells indicates they have been replicated from the starship technology principles, as opposed to the Cybertank's natural technology. Indeed, old records from early encounters indicate that the shells were a high-explosive weapon, whose design was entirely consist with the internal workings of the Cybertanks.



 
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by AotrsCommander
Cybertanks

The Cohesion configuration is designated as a "Suppression" tank. For the Cybertanks, this qualifies as a dedicated anti-infantry vehicle. As the Cybertanks are simply too big to fit inside buildings (and rarely feel the need to try and capture anything anyway), the Cybertanks solution to the problem of infantry is the most basic - obliterate the place the infantry are standing in. The Cohesion's primary weapon is a cannon that fires a minaturised matterflux shell. This is capable of inflicting vast amounts of damage to structures, plant-life and and vehicle unfortunate enough to be hit by it.A Cohesion can fire about four shells under typical conditions, before needed to grow more. Some Cohesions seem to prefer using high-explosive shells, which while deal less damage, allow them twice as many shots.

Interestingly, dead Cohesions have revealed that the design of these two shells differs. The older, high-explosive shell is "natural" in the sense that is is internally consistant with Cybertank physiology. The matter-flux shells were not seen until about fifty years ago, and the technology design principles are more in line with the Cybertank's startship technology. They are both grown by the Cybertank, but the implication is that the Cybertanks can control at least some aspects of the physiology and teach themselves how to create new parts for themselves.

The Cohesion's other weapons include twin heavy mass drivers, coaxual to the matter-flux cannon, with an enormous store of ammunition. The Cohesion can also very quickly replenish this supply over time as it grows new shells. The mass drivers are used primarily for dealing with lighter targets, such as exposed infantry or lighter vehicles, but together, can output enough fire to concern even tanks at short ranges. The main turret itself has a very considerable angle of fire (up to 45º from the horizontal), allowing the Cohesion to deal with awkwardly placed infantry or anti-aircraft operations more efficiently.

It also has two smoke dischargers, capable of deploying hot smoke; like all Cybertank smoke, this is slightly toxic to most organic species.

Finally, the Cohesion sports two partical laser arrays on either side of the hull. These serve as point-defense, anti-aircraft and anti-drone roles, as well as giving it considerably additional firepower for dealing with infantry; typically holding them down long enough to use the main weapons.

Cohesions have a tendancy to be more deliberate and measured than other Cybertanks, are are often better at assessing threats. This is perhaps wise, as despite their considerable armament and above-average speed, they are lightly armoured and shielded.

Two models, approx (5.3 x 2.6 x 3.7mm)

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Sci-Soviets

The T-150 Indrik is the first of the new generation of armoured vehicles, designed to counter the Strayvian invaders. While still slightly smaller and lighter armoured than most MBTs, the T-150 has a considerable increase in offense. It is built on an improved T-132 hull, with a new turret. This mounts twin 225mm Magnetic Linear Accelerator cannons. These cannons are configures so they fire a douple-tap, a fraction of a second apart. This allows the second shot to take advantage of the first dropping any shielding. The cannons fire the new Hammer AP anti-armour rounds, and the Sickle plasma shells in place of HESH. Finally, the improved size allows the T-150 to fire AT-11V Sniper ATGWs, though with only six missiles, it can only fire three spreads. Finally, a new cupola replaces the earlier HMG with a particle beam turret for point defence and anti-infantry.

All turrets in the sci-soviet range are interchangable.

Suggested material: SWF

Note: The T-150 is an accurately sized, sci-fi T-90 with two gun barrels and a sci-fi HMG cupola.
 
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by AotrsCommander
Sci-Soviets

The T-150 Indrik is the first of the new generation of armoured vehicles, designed to counter the Strayvian invaders. While still slightly smaller and lighter armoured than most MBTs, the T-150 has a considerable increase in offense. It is built on an improved T-132 hull, with a new turret. This mounts twin 225mm Magnetic Linear Accelerator cannons. These cannons are configures so they fire a douple-tap, a fraction of a second apart. This allows the second shot to take advantage of the first dropping any shielding. The cannons fire the new Hammer AP anti-armour rounds, and the Sickle plasma shells in place of HESH. Finally, the improved size allows the T-150 to fire AT-11V Sniper ATGWs, though with only six missiles, it can only fire three spreads. Finally, a new cupola replaces the earlier HMG with a particle beam turret for point defence and anti-infantry.Two models, approx (7.3 x 1.9 x 2.5mm)

All turrets in the sci-soviet range are interchangable.

Suggested material: SWF

Note: The T-150 is an accurately sized, sci-fi T-90 with two gun barrels and a sci-fi HMG cupola.
 
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by AotrsCommander
Sci-Soviets

The new Perun class "Tesla" Grav Tank is part of the new generation of weaponry, primarily brain-childed by Stanislav Tesla, a decendant of the famous Nikola Tesla, born in Russia on Earth. It is lighter armoured than most MBTs, being little heavier armoured thn many light battle tanks, but carries a considerable offensive punch from it's two tesla coils. It is considerably faster on it's grav-drives than the previous generation of tracked tanks, and serves to reinforce recon units of support T-150 Indrik MBTs. It carries a secondary particle beam turret for point-defence (the tesla coils themselves are effective on both infantry and armour).

All turrets in the sci-soviet range are interchangable.

Suggested material: SWF
 
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by AotrsCommander
Sci-Soviets

The new Perun class "Tesla" Grav Tank is part of the new generation of weaponry, primarily brain-childed by Stanislav Tesla, a decendant of the famous Nikola Tesla, born in Russia on Earth. It is lighter armoured than most MBTs, being little heavier armoured thn many light battle tanks, but carries a considerable offensive punch from it's two tesla coils. It is considerably faster on it's grav-drives than the previous generation of tracked tanks, and serves to reinforce recon units of support T-150 Indrik MBTs. It carries a secondary particle beam turret for point-defence (the tesla coils themselves are effective on both infantry and armour).

All turrets in the sci-soviet range are interchangable.

Two models, approx (4.1 x 3.1 x 2.5mm)

Suggested material: SWF
 
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Sci-Soviets

The BDRM-22A Marzanna is a light vehicle. It is poorly armoured and designed primarily for reconnaissance. The turret is modular, and can be fitted with a variety of weapons, including a particle beam turret, cryocannon sensor array or twin AT-14V Spriggan heavy anti-tank missiles..

All turrets in the sci-soviet range are interchangable.

Suggested material: SWF.

Model contains four particle beam turrets, two cryo cannn and two sensor turrets and four missile turrets.

Note that the Marzanna is an accurately scaled BRDM-2 with grav drives and sci-fi turrets.
 
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by AotrsCommander
Cybertanks

The Eradictor Heavy Grav Tank is often seen as the command unit for large number of Cybertank ground units. It is far more rarely operating as a unit. Eradicators are cunning and canny leaders, though, like most Cybertanks, they are not averse to casualties if required. This is another point often raised that size correllates to age and experience. This is by no means certain, as others have pointed - the larger size may come from the function, and not the other way around.

Regardless, Eradicators are extremely dangerous on the battle field. With very heavy shields, considerable armour and a powerful sensor array, they are both hard to surprise, let alone destroy. They are armed with a massive double-barreled particle laser cannon turret, supplemented by two matterflux missile launchers (typically carrying 96 missiles in total). These weapons can fire up to six missiles each at once, but then require a brief break with they are reloaded. The Eradicator's weapons are further rounded out by four magnetic linear accelerator gatlings covering each direction and four heavy point-defence particle laser arrays. Combined with the Eradicator's excellent ECM system, these last render it virtually impregable to individual missiles; a large or sustained salvo is required to even have a chance.

Recommended material: SWF
 
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Sci-Soviets

The Mark IV Sentry Turret is an automated defence system for anti-infantry and anti-vehicle operations. It is armed with twin plasmatic repeater cannons and has limited shielding.

All turrets in the sci-soviet range are interchangable.

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Sci-Soviets

The T150AL Fext is a heavy combat tank armed with a heavy beam weapon. It is most useful operating on slow-moving, high value targets or structures, due to its slow rate of recharge. It’s particle beam cannon is, however, extremely powerful.

All turrets in the sci-soviet range are interchangable.

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by AotrsCommander
Sci-Soviets

The T150AL Fext is a heavy combat tank armed with a heavy beam weapon. It is most useful operating on slow-moving, high value targets or structures, due to its slow rate of recharge. It’s particle beam cannon is, however, extremely powerful.

All turrets in the sci-soviet range are interchangable.

Suggested material: SWF
 
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Sci-Soviets

The BMP-10A Svetovid Mechanised Infantry Combat Vehicle is a new-generation vehicle to replace the BMP-9. A grav engine gives it considerably improved speed. It has much greater forward and side armour, and replaces the BMP-9s weaponry with a larger 60mm cannon capable of firing a lighter version of the Hammer AP rounds, supported by a powerful particle beam cannon in the coaxial mount. In addition, the Svetovid is equipped with firing ports on the sides to allow infantry to weapons fire from inside, including the RPG-55.

All turrets in the sci-soviet range are interchangable.

Suggested material: SWF

Note: The BMP-10A is an accurately sized, sci-fi  BMP-3 with a grav drive instead of tracks.
 
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Sci-Soviets

The Chernobog Command Vehicle is equipped with a top-of-the-line command suite, a sensor and communication array. In addition, it is armed with a tesla turret at the rear and a plasmatic repeater cannon with twin AT-14 Spriggan missiles launchers at the front. The Chernobog is also large enough to mount a shield generator.

All turrets in the sci-soviet range are interchangable.

Suggested material: SWF

 
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by AotrsCommander
Cybertanks

The Capacitor provides the cybertanks with missile support. They are generally regarded as the most dangerous in their weight class. Armed with a turreted rapid-fire matter-flux rocket launcher, backed with quad heavy missile launcher with eight reloads, the Capacitor can fight both in the front line or from safety, using Dispersions or Eradicators as target designators. They have their own sensors too, allowing A platoon mates to concentrate a deadly salvo of fire. A Point-Defence particle laser array rounds out their weapons.

Unlike many such similar vehicles in the armies of other races, Capacitors are not lightly armoured, but have nearly the same shielding and armour as a Resistor, only being slightly lighter in the side and rear arcs. Despite the limit number of matter-flux missiles, Capacitors replenish their matter-flux rocket at an astonishing rate, meaning it is almost impossible for them to run out.
 
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by AotrsCommander
Cybertanks

The Capacitor provides the cybertanks with missile support. They are generally regarded as the most dangerous in their weight class. Armed with a turreted rapid-fire matter-flux rocket launcher, backed with quad heavy missile launcher with eight reloads, the Capacitor can fight both in the front line or from safety, using Dispersions or Eradicators as target designators. They have their own sensors too, allowing A platoon mates to concentrate a deadly salvo of fire. A Point-Defence particle laser array rounds out their weapons.

Unlike many such similar vehicles in the armies of other races, Capacitors are not lightly armoured, but have nearly the same shielding and armour as a Resistor, only being slightly lighter in the side and rear arcs. Despite the limit number of matter-flux missiles, Capacitors replenish their matter-flux rocket at an astonishing rate, meaning it is almost impossible for them to run out.
 
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by AotrsCommander
Cybertanks

The unusual Vaporiser is less a tank and more a mobile pill box. With a fixed manetic linear accelerator gatling, and very heavy front armour (approaching that of the Eradicator), it is often seen functioning as a latter-day inpromptu fixed-line machine gun. It’s main weapon, however, is the omnidirectional partical laser beam array mounted on the back, often confused for a sensor array. This has considerable range and is equally capable at anti-air or anti-armour roles. Their side armour is considerably less, and their shields are not stronger than the Radical’s.

However, these are not the reasons the Vaporisers are most notorious. They six double-sized sized tractor emitters, four at the front and two at the rear, provided them with enormous strength and manipulative ability. They can lift about 80 tons, and can throw around eight - more than enough to uproot and hurl a tree. There are few vehicles that can traverse woods or other difficult terrain so easily – the Vaporisers simply shove the trees out of their path like a man would brush aside undergrowth. They are sufficiently skilled at this, they can do at nearly full speed. The resulting clear trail allows the following Cybertanks to launch an expected strike from an unexpected direction.
 
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by AotrsCommander
Cybertanks

The unusual Vaporiser is less a tank and more a mobile pill box. With a fixed manetic linear accelerator gatling, and very heavy front armour (approaching that of the Eradicator), it is often seen functioning as a latter-day inpromptu fixed-line machine gun. It’s main weapon, however, is the omnidirectional partical laser beam array mounted on the back, often confused for a sensor array. This has considerable range and is equally capable at anti-air or anti-armour roles. Their side armour is considerably less, and their shields are not stronger than the Radical’s.

However, these are not the reasons the Vaporisers are most notorious. They six double-sized sized tractor emitters, four at the front and two at the rear, provided them with enormous strength and manipulative ability. They can lift about 80 tons, and can throw around eight - more than enough to uproot and hurl a tree. There are few vehicles that can traverse woods or other difficult terrain so easily – the Vaporisers simply shove the trees out of their path like a man would brush aside undergrowth. They are sufficiently skilled at this, they can do at nearly full speed. The resulting clear trail allows the following Cybertanks to launch an expected strike from an unexpected direction.
 
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by AotrsCommander
Jalyrkeion Hierarchy

The 16RLM Idoex Reconnaissance Buggy eptiomises Jalyrkieon battle strategy: fast, flexibile and reliant on speed and manouverability over armour. It’s speed is helped considerably by the Jalyrkieon’s mastery of gravitic and telekinetic technology, and off-shoot of their own abilities. It is equipped with boosters, which, in addition to providing a short upward lift, also locally reduce the effect of gravity on the vehicle, allowing it to “hop” a surprising distance, and even extricate itself from obstacles.

The Idoex is typically fitted with one of two turrets. The first carries an improved sensor array, above a disintegrator cannon. This version is best in it’s scouting role, though despite the disintegrator’s fair power, it lacks a significant punch.

The second varient has no additional sensors, but instead a larger phased-plasma cannon. As with the starfleet, these weapons form the mainstay of the Jalyrkieon ground force. They fire a packet of phased-plasma contained in electromagnetic shell. While not as coherent – and so not as potent – as, say, plasma-pulse weaponry, the Jalyrkieon’s superior containment technology enables them to fire at substantially greater ranges, exceeding many conventional mid-range beam weapons. Further, the weapon systems are relatively small and highly efficient in terms of power. The accuracy of individual blasts is not great, as the contaiment field tends to degrade somewhat eratically. However, with a very good rate of fire, and with klarge batteries, or in the case of vehicles, multiple barrels, the amount of firepower they put out more than makes up for this shortcoming. The biggest disadvantage is, like many blaster weapons, the lack of localised penetrative power, meaning it is impossible to punch a hole through shields with concentrated fire. The discharge is typically a lilac or pink bolt.

With the improved efficiency of the Jalyrkieon’s phased-plasma technology, the weapon packs more punch, has greater range and is vastly better against shielded targets. This later version now sees more common use, despite it’s lesser efficiency as a scout.

Both turrets supplement the Idoex’s firepower at close range with a coaxual missile tube for the TVX-4 Rerif missile. The tube contains only a single missile, but it can be reloaded by bringing the turret to the forward position and rotating the tube fully vertical. The “blister” underneath then will open, allowing a maniplative tractor beam system to reload the launcher. The Idoex has six reloads under armour.

The Idoex also has a graviton crusher for point defense.
 
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by AotrsCommander
 
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by AotrsCommander
Russian/Soviet

BMP-3 1:144th scale (12mm)

Recommended material: WSF
 
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by AotrsCommander
Strayvian Dominion Legion

Strayvian Infantry Squad

A Strayvian is about seven feet tall, standing fully erect. They have a roughly humanoid shape, in that they have two legs and two arms. They are very broad and have big feet with seven very powerful, thick toes, spaced more or less equidistantly. Their hands likewise have seven fingers, spaced such that three effectively work as thumbs.

Their skin is usually a dark brown, highlighted by the red glow between the armour plate that cover it. These are larger in areas like the chest, where they may be up to six inches, and smaller in the more flexible areas, going down to as small as a few millimetres.

Strayvians have four eyes, two pairs of triangular, white-hot slits atop each other. They have no nose and thus no sense of smell. They do however, have far better eyesight, being able to see much further into the electromagnetic and thermal spectrums. In addition, their skin has receptors than allow them to ‘feel’ electromagnetic radiation even further than they can see as well.

Because of their heat-based, rather than electrical-based biology, Strayvians are immune to electromagnetic attacks on the nervous system. However, if an such attack manages to penetrate the shielded braincase, it can be catastrophic, causing permanent brain damage at the very least, if not literally burning out their brain. Thermal attacks are generally not very effective against Strayvians, and flame-based attacks are mostly useless as they don’t possess enough heat to be damaging.

The Strayvians are especially vulnerable to cold, as it causes them to lose heat too fast, which damages their nervous system and at freezing temperatures makes their skin brittle enough to shatter.

The Strayvians were among the first enemies humans encountered on their road to the stars. At the time, the Strayvian Empire had been established for centuries and was arguably the greatest power active in the galaxy. Approximately a hundred and fifty years ago, a series of events led to the Empire’s final collapse. Humanity proved, despite the technological differences, a solid opponent the Strayvians simply could not crush. It was a time for humans when smaller-scale acts of heroism contributed a greater weight than in today’s more organised society. The efforts in individual ships and small commando teams wrecked its toll on the Strayvian leaders, foiling numerous diabolical plans to bring humanity to heel. The death of the Emperor during his personal attempt to eliminate humanity once and for all finally caused the Empire to collapse, and all its conquered lands to degenerate into internecine war.

The Strayvians disappeared as a power shortly after the fall of their homeworld, and no living Strayvian had been seen for a century and a half.

A year or two ago, the Strayvians returned, in force, as the new Strayvian Dominion, with an entirely new set of weapons, technology and tactics.

The Dominion Infantry squad consists of seven Strayvians in two fire teams. All are equipped with heavy armour with shields, which given the size of the Strayvians, makes them effectively powered infantry. The first fire team of four contain the squad leader, two lazer rifles and a lazer cannon as a squad support weapon, serving as both sustained fire weapon and light anti-armour weapon. The team of three is a heavy weapons team, with a second lazer cannon, a Wrathfire missile launcher and an ammunitions carrier.

Infantry squads are deployed typically three to a platoon, each squad with its own attached Invidious Obsidian APC.
 
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by AotrsCommander
Strayvian Dominion Legion

Magma’s Ire Blistering Castigation Main Battle Tank

The Magma’s Ire configuration of the Blistering Castigation hull – aside from demonstrating the Strayvian tendency for overlong names – is the Dominion’s main battle tank. Considerably larger than those of most races MBTs (partly due to the larger size of the Strayvians themselves), the Magma’s Ire is extremely powerful. Heavily armoured and shielded, it, like most Strayvian vehicles, runs on an anti-grav drive. Backed up by the rear engines, this allows the tank to fly like a VTOL (albeit somewhat clumsily) enabling very fast overland transit, when required, as well as enabling pop-up attacks. It is armed with lazer (Laser Amplified with Z-Emitter aRray) weapons. The primary turret holds the main lazer cannon, while the rear turret holds a high-track point-defence/anti-infantry lazer. Underneath the armoured canopy shell are two fixed-forward lazer cannons, primarily used for when the vehicle is in flight.

They typically operate in a platoon of three tanks.
 
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by AotrsCommander
Jalyrkeion Hierarchy

The Jalyrkieons are an unusual race of quadrupeds with an innate telekinetic talent. They are located quite close to the Vivrathk Aggression, and the two races have a long history of conflict.

A Jalyrkieon has a body shape roughly comparable to a terrestrial equine. They stand about four feet tall at the withers , and weigh around 550-600lbs, being quite stockily built. They are not covered by a covering of hair, like a horse, but a thick skin, more like a hippopotamus. Hair is present in a ruff from the forehead down to the withers, and again in the tail, which, like an equines, is mostly vestigial made and composed of little else. They can be varied in colour, from deep purple through to an ocean blue, with some ethnicities tending to green or turquoise. Eye and hair colour tends to be much more varied, though the former tends more towards “warm” shades and the latter to “cold.” Extremes like black or white hair are biologically impossible – the lack pigmentation due to age or the equivalent of albinism tends to be towards a muted blue-grey. (Though hair dye for those colours is not unheard of, but is as unusual as a human dyeing their hair blue or green.)

The most immediate obvious difference from a terrestrial equine is in the head, however. A Jalyrkieon’s head is more foreshortened than a typical equine, and with a much larger forehead, which situates both the much larger brain and eyes. These are set in a spectroscopic formation slightly above the nose, which has a more distinctively “pinched” look.

The head is tipped with a set of four short horns. Two project slightly forward, over the eyes, leaning slightly to either side of the vertical plane, and two others point backward, just over the ears. The horns are sturdy and sharp enough to be defensive weapons in their own right. However, their primary purpose is to direct and control the Jalyrkieon’s natural telekinesis.

Unlike a terrestrial equine, a Jalyrkieon has a mouth of sharp, ripping and slashing teeth. While it is true that Jalyrkieons are carnivores, it is true in the same sense that canids are carnivores. Meat is an important part of their diet, but they are by no means exclusively carnivorous.

Jalyrkieon telekinesis is extremely powerful. It is not well understood, even by the Jalyrkieon themselves, but has both psionic and magical components, and resistant to anti-supernatural fields; while their range and power is reduced, it is very difficult to negate completely. The effect is mostly non-luminescent, though considerable effort from highly skilled individuals can cause the horns and target to dimly glow. (The colour of this glow varies, but is usually white or very pale blue.)

In effect, each of the four horns controls a telekinetic “limb” (though this is greatly oversimplifying), allowing them as much and more manipulatory ability than most creatures with hands and fingers. Their strength is difficult to measure precisely, but can be roughly estimated as being slightly above human average with each “limb” and considerable strength when combined.

Jalyrkieons have very large brains in comparison to their body size, significantly more than most hominoids. Their brains are divided into four lobes, rather than two, each one having control over one horn, as hominoids have left and right hemispheres. Most of this extra brain-matter is dedicated to processing their telekinetic abilities. They are capable of multitasking to a significant degree, and essentially their “telekinetic limbs” can each be doing independent tasks, or working coherently. This ability is somewhat limited by the fact they still have some limits on their ability to process data.

Jalyrkieons are able to use their telekinesis very effectively as weapons. While they are not especially adept at hurling large cumbersome objects (like creatures) around, their ability to throw small blades or manipulate simple weapons is extremely high, and the simplicity of such actions means they can often use several with frightening proficiency.

Modern Jalyrkieon soldiers are noted for being very heavily armed for infantry, many carrying the equivalent of two rifles, which they can use simultaneously. The heavy powered armour compensates somehwat for the fact they cannot take cover quite as easily, due to their larger profile. This also means that they operate in smaller squads, usually in groups of four. However, the amount of firepower they can wield, in concert with their armour and own very high racial endurance and damage resistance, means that a squad of four Jalyrkieons is often equal to twice as many hominoids in terms of firepower and effectiveness.

With their greater ability to carry munitions as well, due to their body shape lending itself well to portaging, they can also carry a consummate supply of power cells or ammunition. Consequently, anti-armour weapons are also seen in greater numbers in infantry units.

Most squads break into two fireteams of two, one with a TZD-3 Azorn Missile Launcher and six reloads and three rifles, and the other with two rifles and a heavy support weapon, typically a heavy phased plasma cannon.
 
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by AotrsCommander
Jalyrkeion Hierarchy

The 34RTD-1 Shyroen variant is an engineering vehicle, specialising in clearance and demolition. Essentially, it is a slightly internally modified Shyroen hull, with slighter lighter armour and a new turret. The most obvious feature is the telescopic saw-blade, which can extend a considerable distance from the vehicle. The whole saw-blade itself rotates on its crane, allowing it to cut vertically or horizontally as required. While concievably a lethal close-range weapon in it’s own right, the saw-blade is in fact most often used for clearing forests or other similar obstacles quickly, so that the Jalyrkieons can maximise their speed and agility advantages.

This task is helped by the two telekinetic enhancers on either side of the saw blade. They function like tractor beam,s but are in actuality a magnifier for the natural telekinetic ability of the Jalyrkieons, an analogue of a robotic arm, but with far greater precision. Though it only allows the Jalyrkieon controller two telekinetic “limbs”, there is a fairly minimal loss of control, allowing them to do a varient of engineering tasks easily and safely, without even leaving the vehicle.

 
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